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Join Date: Feb 2016
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While the default Supermage uses standard ritual magic, I think that a RPM Supermage would likely be a better fit. Here is a bare bones example of a RPM Supermage:
RPM Supermage (500 CP) Attributes: ST 10 [0], DX 12 [40], IQ 20 [200], HT 12 [20] Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; FP 12 [0]; Will 16 [-20]; Per 16 [-20]; HP 10 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0] Advantages: Luck [15]; Magery 13 [135]; Magical Items [20]; a total of 50 CP worth. Disadvantages: A total of -50 CP worth. Wildcard Skills: Ritual! (VH) IQ+5 [84] Ordinary Skills: Any 26 CP worth. Notes: The Ritual! Wildcard Skill is the Ritual Path Magic equivalent of Magic!. It replaces Alchemy, Thaumatology, and any associated Paths. So, would you let a RPM Supermage into you supers games? If so, what role do you think that it would play in your games? If not, why not? Last edited by AlexanderHowl; 03-21-2020 at 07:50 PM. |
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